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path: root/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs (unfollow)
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2008-02-15* ODE Stability update 4 :D Teravus Ovares1-0/+5
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-12* This fixes the object edit box's flipping checkboxes when you modify one ↵Teravus Ovares1-1/+17
of the permission masks or Locked status using the available checkboxes.
2008-02-12* various minuscule code convention conformance fixeslbsa711-1/+1
2008-02-12* Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares1-1/+24
other side now, assuming the region on the other side has physical prim enabled.
2008-02-12* A bunch of updates to make things more smooth.Teravus Ovares1-9/+10
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-11* some refactoring on permissionslbsa711-50/+28
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
2008-02-10* This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares1-4/+5
bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
2008-02-10* A lot of ugly permissions updates.Teravus Ovares1-5/+55
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
2008-02-07* Added the Scripted objectflag if there is a script running in a prim. ↵Teravus Ovares1-1/+6
Remove the flag if you delete all of the scripts in the object.
2008-02-05Converted logging to use log4net.Jeff Ames1-8/+7
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05* Refactored the sound calls to SceneObjectPart Teravus Ovares1-0/+78
* Fixed a few bugs * Wrote an example module to make certain event systems more mature.
2008-02-04First part of avatar persistence, currently only really works in standalone ↵MW1-0/+3
mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed. To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure). This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database. But the work to move the code to one of the grid servers shouldn't be too much.
2008-02-02* Fixed llSetTextureAnim to respect rate and Length and StartTeravus Ovares1-3/+3
2008-02-02* Added Full support for llSetTextureAnim. To ckrinke: Let the fountains ↵Teravus Ovares1-2/+41
of Wright Plaza flow! * Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
2008-02-02* Committing some untested stuff regarding texture animations. This won't ↵Teravus Ovares1-2/+10
break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
2008-01-22* I just love doing these substantial contributions.lbsa711-3/+3
2008-01-22* changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa711-97/+39
perms weirdness, let's all work together to find the real cause.
2008-01-18On reflection, HasGroupChanged is more appropriateJustin Clarke Casey1-2/+2
2008-01-18Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey1-2/+2
2008-01-18* Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa711-6/+1
hence always retuning false on GenericObjectPermission.
2008-01-17* Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares1-0/+15
before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17* Added and implemented the LSL changed event.Teravus Ovares1-5/+54
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
2008-01-16* Fix mantis 345 - it is now possible to duplicate prims directly in the ↵Justin Clarke Casey1-2/+6
region again without breakage * This includes their inventories * Also, this revision properly synchronizes prim inventory crud.
2008-01-16* Store task inventory when an object is taken into agent inventoryJustin Clarke Casey1-0/+13
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact. * As for earlier, at this stage only scripts can be placed in inventory * This isn't an efficient implementation, a better one will probably need to come along soonish
2008-01-16First part of changing prim's permission flags to use the correct enum ↵MW1-40/+10
(libsl PermissionMask)
2008-01-16* Refactored the SimStatsReporter to reuse the same packet and packet blocks ↵Teravus Ovares1-1/+1
over and over again instead of creating 1 a second. * Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
2008-01-15* Added some comments to the linkset positioning codeTeravus Ovares1-4/+20
2008-01-15* Pass 2 of collidable (non physical) linksetsTeravus Ovares1-9/+13
* Linkset status is now persistent * Tweaked a physics child prim positioning hack to generate less database saves * Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring* * We have collidable linksets now. (they don't become phantom anymore)
2008-01-15* Mother of all commits:Adam Frisby1-4/+4
* Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-14* First pass at collidable linksetsTeravus Ovares1-11/+99
* There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
2008-01-08make Stopped a property of the SceneObjectPart instead of in theSean Dague1-0/+13
database code, so this is a shared concept.
2008-01-07Persistent prim inventory phase 5. Restart scripts contained in persisted ↵Justin Clarke Casey1-16/+16
prims on region start. No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
2008-01-06Factor out inventory related code in SceneObjectPart into separate classJustin Clarke Casey1-205/+1
2008-01-06Factor out TaskInventoryItemJustin Clarke Casey1-68/+0
2008-01-06Prim inventory phase 4. Properly recover the prim folder ID from storage. ↵Justin Clarke Casey1-22/+76
Scripts now show up in prim inventories after region restart. Probably doesn't yet work for any items other than scripts. Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
2008-01-05Persistent prim inventory phase 3. Now retrieving prim item data from ↵Justin Clarke Casey1-3/+10
persistent store, but this doesn't yet show up for the client. Still no user functionality and not enabled in normal code.
2008-01-03Fix mantis 280 - sim crashes when a prim is deleted.Justin Clarke Casey1-0/+1
2008-01-02Minor refactoring to expose PrimInventory from SceneObjectPartJustin Clarke Casey1-7/+15
2007-12-30* Patch from Alondria that re-fixes llSetColorTeravus Ovares1-20/+20
2007-12-28* Made a copy of parts before updating to avoid dictionary updated ↵lbsa711-1/+1
exceptions on big updates * The part now uses the byte[] TextureEntry instead of the object
2007-12-28* Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares1-2/+5
inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-27* Optimized usingslbsa711-205/+209
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-27* Fixed MonoSQLite Update Table routineTeravus Ovares1-2/+2
* Charles, this will fix the red issue. * Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
2007-12-27* AssetServerBase: _ProcessRequest is now called GetAssetlbsa711-1/+1
* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility. * Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
2007-12-27* Fixed the matching logic error on the LLQuat to axiom quat :PTeravus Ovares1-1/+1
2007-12-27* fixed a logic error in the receiving end of the prim load for the sit targetTeravus Ovares1-2/+5
2007-12-27* Added Sit Target persistence over sim restarts for mySQL and MonoSQLite.Teravus Ovares1-0/+27
* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE * The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated. * MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
2007-12-27* Added slightly better object sit handlingTeravus Ovares1-0/+34
* Added sit handling for sit targets * Implemented llSitTarget() * Implemented llAvatarOnSitTarget() * Sit targets do not persist sim restart.
2007-12-27Prim inventory persistence phase 1: Creation of preliminary table in sqlite.Justin Clarke Casey1-15/+11
No user functionality yet. This code is not turned on, so there is no possibility of disruption to existing databases.
2007-12-26If a prim is persisted in the region, scripts dragged into its inventory ↵Justin Clarke Casey1-4/+6
after a server restart would not appear (though the script they contain would still be invoked). This change fixes that problem.